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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. While you have a z-axis in orthogonal projection mode, you won't have any distortion with regards to perspective, so it doesn't matter what Z depth an object is actually at. So in this case, you should be able to pick an arbitrary value for the mouse depth.
  2. Are you defining any lights at all? If not, you shouldn't enable lighting. Apart from that, your code looks fine... I don't know if lighting could cause such bugs.
  3. Why does it matter? I don't know much about shaders, but if you don't use the values, it doesn't matter what values they contain, doesn't it? How do you even find out what values you get without accessing them? ^^
  4. OpenGL

    If you want a source of inspiration on how to implement a flexible font manager using Freetype 2, check out this tutorial. Beware that the code is written in D, but should be entirely understandable for a C++ programmer.
  5. Perhaps you should explain what you are trying to do with these functions or post an example how you're trying to use them. I don't see any mistake in the declarations you posted. What you basically need to know is that when you are passing an array as an argument, you are actually passing a pointer to the first element. Thus, void myFunc(int myArray[]) is equivalent to void myFunc(int* myArray) and myFunc(myArray); is equivalent to myFunc(&(myArray[0])); Of course, this also means that you can use the [] indexing syntax on normal pointers, which of yourse you shouldn't do. This also means that arrays are always passed by reference rather than by value (if you don't know what this means, look it up); i.e. if you modify the array in the function, the original array will be modified, too.
  6. Updating the firmware seems to have done the trick. Of course I might have come up with that myself ^^ Thanks again :)
  7. Yes. This was the first thing the support guy asked, too ^^ I've also tried various FTP programs: SmartFTP, WS_FTP LE and Total Commander.
  8. Hi, I'm experiencing FTP upload problems with the servers of various free webspace providers. The problem is that uploads just stop after 8KB of a file have been transferred, and the connection times out. (Smaller files than 8KB are transferred correctly.) However, upload to some other servers seems to work. I've already contacted support of one provider, but all they could tell me was to lower the MTU value, which I did in my router's settings, from previously 1492 to 1460. I'm using a netgear router, in case that might be the problem. Does anyone have any experience with that type of problem? Thanks alot Sebastian
  9. However, I wouldn't overuse it - it mostly makes for unreadable code. You can even put more ?: conditionals into the if condition, but if a reader needs five minutes to figure out one line of code, that code isn't worth much. For example, even this slight change: if(min(a, b) < 7) { ... } with min() defined elsewhere is way easier to read, because you moved the additional condition *out of* the if statement.
  10. To draw TTF fonts to an SDL window, use SDL_ttf. SDL_ttf uses Freetype anyway, but you don't need to worry about it.
  11. OpenGL

    I'm afraid these are statically linked to SDL_Image, so there's nothing you can do short of recompiling SDL_Image. They're not huge, though, so including them shouldn't be a pain.
  12. Two friends and me made a game for a 72hour competition back in december. The game is kind of a mixture of Lemmings and The Incredible Machine: You need to help the main character reach the level exit by placing bricks and jump markers in the level; all of this in 2d. (You can find the current version of the game at my website.) However, the collision detection is very buggy. Let me illustrate the problem: Currently, the whole world is made up of bounding rectangles (axis-aligned). Collision is checked by checking whether two of these rectangles overlap. However, we also need to know what side of the brick/enemy the player collided with to determine the reaction (turn around, die etc.). E.g., there are bricks who are harmless if touched from above but lethal from any other direction. To check from what direction the collision occured, the overlapping rectangle is examined. If its width is greater than its height, the collision occured from above or below. If its height is greater than its width, the collision occured from the left or right. Obviously, this last part introduces bugs, e.g. when the falling velocity (or *any* velocity, for that matter) is high. So I'm looking for a better way to accomplish this. Some things I already came up with: - Make everything pixel-based and move the player only one pixel at a time. Con: I'd need to rewrite most of the game, since right now it's all floating-point ^^ - Do intersection tests from the player's corners moving with the player's velocity. E.g.: player - moves to the bottom-right ---- | |\ | | \ ---- \ \ \ \ \ \ \ \ \ \ \ ---- \ | | \ | | \ ---- \ brick Since the ray that hits the brick first hits it from above, the hit is from above. But what if the object is small enough that none of the rays hits it? Has anyone got any other suggestions? I'm sure many people have done jump'n'runs before :)
  13. But what happens if you want to have a small, shooting paddle and a large shooting paddle and a small sticky shooting paddle? IMHO, plain inheritance often isn't the right pattern.
  14. I was meaning to say, "The reason this is incorect is...", that is, I was agreeing with Fruny.
  15. BTW, don't turn off VSYNC. VSYNC is good for your graphics.